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Embergarde Server Files + Source Code

Junior Spellweaver
Joined
Oct 3, 2017
Messages
125
Reaction score
49
I have one that reads out the contents from the DB files and will allow you to edit items but you'll have to add your own adding method you should be able to use it to recreate needed for the object editor
 
Junior Spellweaver
Joined
Oct 3, 2017
Messages
125
Reaction score
49
it uses the game engine and libraries it's essentially just a rapper to get the information from the DB files



Code:
#include "stdafx.h"




void DragonTools(INIReader reader)
{
	CreateObjectFileClass	save;
	ObjFileHeadInfo			info;


	int start = EM_ObjectClassType_Dragon * Def_ObjectClass_BlockSize + 1;
	int end = start + g_ObjectData->GetObjTypeTotalCnt( EM_ObjectClassType_Dragon );
	save.OpenFile( "Dragons.db" , g_ObjectData->GetObjTypeTotalCnt( EM_ObjectClassType_Dragon ) , g_ObjectData->GetObjReader( start ) , info );
	
	int ead = end +1;
	for (int i = start; i < ead; ++i ) 
	{      
		//printf("%i of %i\n", i, ead);  
		GameObjDbStructEx *objDb = g_ObjectData->GetObj(i);
		if(objDb){
			//printf("ObjID:	%i\n", objDb->ObjID);  
			//printf("Name:	%S\n", objDb->GetName());


			add_log(".\\Dragon.log", "\n");
			add_log(".\\Dragon.log", "==========================================================\n");
			add_log(".\\Dragon.log", "ID:						%i\n",	i);
			add_log(".\\Dragon.log", "Name:						%S\n",	objDb->GetName());
			add_log(".\\Dragon.log", "TagID:					%i\n",	objDb->TagID);
			add_log(".\\Dragon.log", "ObjID:					%i\n",	objDb->ObjID);
			add_log(".\\Dragon.log", "Classification:			%i\n",	objDb->Classification);
			add_log(".\\Dragon.log", "ImageID:					%i\n",	objDb->ImageID );
			add_log(".\\Dragon.log", "GameNote:					%S\n",	objDb->GameNote);
			add_log(".\\Dragon.log", "DesignNote:				%S\n",	objDb->DesignNote);
			add_log(".\\Dragon.log", "ACTField:					%s\n",	objDb->ACTField );
			add_log(".\\Dragon.log", "ACTWorld:					%s\n",	objDb->ACTWorld );
			add_log(".\\Dragon.log", "CheckTag:					%i\n",	objDb->CheckTag);
			add_log(".\\Dragon.log", "==========================================================\n");
			add_log(".\\Dragon.log", "objDb->NPC\n");
			add_log(".\\Dragon.log", "==========================================================\n");
			add_log(".\\Dragon.log", "NickName:					%S\n",	objDb->NPC->NickName );
			add_log(".\\Dragon.log", "ModelSize:				%i\n",	objDb->NPC->ModelSize );
			add_log(".\\Dragon.log", "PetSize:					%i\n",	objDb->NPC->PetSize );
			add_log(".\\Dragon.log", "RideSize:					%i\n",	objDb->NPC->RideSize );
			add_log(".\\Dragon.log", "BoundRadiusX:				%f\n",	objDb->NPC->BoundRadiusX );
			add_log(".\\Dragon.log", "BoundRadiusY:				%f\n",	objDb->NPC->BoundRadiusY );
			add_log(".\\Dragon.log", "BoundHeight:				%f\n",	objDb->NPC->BoundHeight );
			add_log(".\\Dragon.log", "BoundBack:				%f\n",	objDb->NPC->BoundBack );
			add_log(".\\Dragon.log", "BoundCollisionPower:		%f\n",	objDb->NPC->BoundCollisionPower );
			add_log(".\\Dragon.log", "BoundUseBone:				%i\n",	objDb->NPC->BoundUseBone );
			add_log(".\\Dragon.log", "Shadow:					%i\n",	objDb->NPC->Shadow );
			add_log(".\\Dragon.log", "Race:						%i\n",	objDb->NPC->Race );
			add_log(".\\Dragon.log", "Job:						%i\n",	objDb->NPC->Job );
			add_log(".\\Dragon.log", "Sex:						%i\n",	objDb->NPC->Sex );
			add_log(".\\Dragon.log", "Physique:					%i\n",	objDb->NPC->Physique );
			add_log(".\\Dragon.log", "StarLv:					%i\n",	objDb->NPC->StarLv );
			add_log(".\\Dragon.log", "ExpRate:					%i\n",	objDb->NPC->ExpRate );
			add_log(".\\Dragon.log", "ModelType:				%i\n",	objDb->NPC->ModelType );
			add_log(".\\Dragon.log", "MinLevel:					%i\n",	objDb->NPC->MinLevel );
			add_log(".\\Dragon.log", "MaxLevel:					%i\n",	objDb->NPC->MaxLevel );
			add_log(".\\Dragon.log", "MoveSpeed:				%i\n",	objDb->NPC->MoveSpeed );
			add_log(".\\Dragon.log", "SkySpeed:					%i\n",	objDb->NPC->SkySpeed );
			add_log(".\\Dragon.log", "WaterSpeed:				%i\n",	objDb->NPC->WaterSpeed );
			add_log(".\\Dragon.log", "SearchRange:				%i\n",	objDb->NPC->SearchRange );
			add_log(".\\Dragon.log", "SearchRangeY:				%i\n",	objDb->NPC->SearchRangeY );
			add_log(".\\Dragon.log", "KeepDistance:				%i\n",	objDb->NPC->KeepDistance );
			add_log(".\\Dragon.log", "FollowRange:				%i\n",	objDb->NPC->FollowRange );
			add_log(".\\Dragon.log", "FollowRangeY:				%i\n",	objDb->NPC->FollowRangeY );
			add_log(".\\Dragon.log", "RotateTime:				%f\n",	objDb->NPC->RotateTime );
			add_log(".\\Dragon.log", "RotateAngle:				%i\n",	objDb->NPC->RotateAngle );
			add_log(".\\Dragon.log", "RotateNoVDA:				%i\n",	objDb->NPC->RotateNoVDA );
			add_log(".\\Dragon.log", "StartMoveDist:			%i\n",	objDb->NPC->StartMoveDist );
			add_log(".\\Dragon.log", "CampID:					%i\n",	objDb->NPC->CampID );
			add_log(".\\Dragon.log", "TitleName:				%S\n",	objDb->NPC->TitleName );
			add_log(".\\Dragon.log", "ReviveTime:				%i\n",	objDb->NPC->ReviveTime );
			add_log(".\\Dragon.log", "Collections:				%i\n",	objDb->NPC->Collections );




			add_log(".\\Dragon.log", "SearchGroupID:			%i\n",	objDb->NPC->SearchGroupID );
			add_log(".\\Dragon.log", "SearchEnemyType:			%i\n",	objDb->NPC->SearchEnemyType );
			add_log(".\\Dragon.log", "HelpType:					%i\n",	objDb->NPC->HelpType );
			add_log(".\\Dragon.log", "RaceGroupType:			%i\n",	objDb->NPC->RaceGroupType );
			add_log(".\\Dragon.log", "RaiseChangeNPCID[0]:		%i\n",	objDb->NPC->RaiseChangeNPCID[0] );
			add_log(".\\Dragon.log", "RaiseChangeNPCID[1]:		%i\n",	objDb->NPC->RaiseChangeNPCID[1] );
			add_log(".\\Dragon.log", "RaiseChangeRate[0]:		%i\n",	objDb->NPC->RaiseChangeRate[0] );
			add_log(".\\Dragon.log", "RaiseChangeRate[1]:		%i\n",	objDb->NPC->RaiseChangeRate[1] );
			add_log(".\\Dragon.log", "PhyResistRate[0]:			%i\n",	objDb->NPC->PhyResistRate[0] );
			add_log(".\\Dragon.log", "PhyResistRate[1]:			%i\n",	objDb->NPC->PhyResistRate[1] );
			add_log(".\\Dragon.log", "PhyResistRate[2]:			%i\n",	objDb->NPC->PhyResistRate[2] );
			add_log(".\\Dragon.log", "Resist[0]:				%i\n",	objDb->NPC->Resist[0] );
			add_log(".\\Dragon.log", "Resist[1]:				%i\n",	objDb->NPC->Resist[1] );
			add_log(".\\Dragon.log", "Resist[2]:				%i\n",	objDb->NPC->Resist[2] );




			add_log(".\\Dragon.log", "DeadDropPlot:				%s\n",	objDb->NPC->DeadDropPlot );
			add_log(".\\Dragon.log", "MainHandEQ[0]:			%i\n",	objDb->NPC->MainHandEQ[0] );
			add_log(".\\Dragon.log", "MainHandEQ[1]:			%i\n",	objDb->NPC->MainHandEQ[1] );
			add_log(".\\Dragon.log", "MainHandEQ[2]:			%i\n",	objDb->NPC->MainHandEQ[2] );
			add_log(".\\Dragon.log", "MainHandEQ[3]:			%i\n",	objDb->NPC->MainHandEQ[3] );
			add_log(".\\Dragon.log", "MainHandEQ[4]:			%i\n",	objDb->NPC->MainHandEQ[4] );


			add_log(".\\Dragon.log", "SecHandEQ[0]:				%i\n",	objDb->NPC->MainHandEQ[0] );
			add_log(".\\Dragon.log", "SecHandEQ[1]:				%i\n",	objDb->NPC->MainHandEQ[1] );
			add_log(".\\Dragon.log", "SecHandEQ[2]:				%i\n",	objDb->NPC->MainHandEQ[2] );
			add_log(".\\Dragon.log", "SecHandEQ[3]:				%i\n",	objDb->NPC->MainHandEQ[3] );
			add_log(".\\Dragon.log", "SecHandEQ[4]:				%i\n",	objDb->NPC->MainHandEQ[4] );






			add_log(".\\Dragon.log", "ScriptMode:				%i\n",	objDb->NPC->ScriptMode );
			add_log(".\\Dragon.log", "ObjType:					%i\n",	objDb->NPC->ObjType );
			add_log(".\\Dragon.log", "MapIcon:					%i\n",	objDb->NPC->MapIcon );
			add_log(".\\Dragon.log", "ActionTip:				%i\n",	objDb->NPC->ActionTip );




			add_log(".\\Dragon.log", "LandNPCStorage:			%i\n",	objDb->NPC->LandNPCStorage );


			add_log(".\\Dragon.log", "Enemy_EnemyGroupSet:		%i\n",	objDb->NPC->Enemy_EnemyGroupSet );
			add_log(".\\Dragon.log", "Enemy_MyGroupSet:			%i\n",	objDb->NPC->Enemy_MyGroupSet );
			add_log(".\\Dragon.log", "MaxAttackRange:			%i\n",	objDb->NPC->MaxAttackRange );
			add_log(".\\Dragon.log", "SendAttackRange:			%i\n",	objDb->NPC->SendAttackRange );


			add_log(".\\Dragon.log", "BallTNP2Set[0]:			%i\n",	objDb->NPC->BallTNP2Set[0] );
			add_log(".\\Dragon.log", "BallTNP2Set[1]:			%i\n",	objDb->NPC->BallTNP2Set[1] );
			add_log(".\\Dragon.log", "BallTNP2Set[2]:			%i\n",	objDb->NPC->BallTNP2Set[2] );
			add_log(".\\Dragon.log", "BallTNP2Set[3]:			%i\n",	objDb->NPC->BallTNP2Set[3] );
			add_log(".\\Dragon.log", "BallTNP2Set[4]:			%i\n",	objDb->NPC->BallTNP2Set[4] );
			add_log(".\\Dragon.log", "BallTNP2Set[5]:			%i\n",	objDb->NPC->BallTNP2Set[5] );
			add_log(".\\Dragon.log", "BallTNP2Set[6]:			%i\n",	objDb->NPC->BallTNP2Set[6] );
			add_log(".\\Dragon.log", "BallTNP2Set[7]:			%i\n",	objDb->NPC->BallTNP2Set[7] );
			add_log(".\\Dragon.log", "BallTNP2Set[8]:			%i\n",	objDb->NPC->BallTNP2Set[8] );
			add_log(".\\Dragon.log", "BallTNP2Set[9]:			%i\n",	objDb->NPC->BallTNP2Set[9] );




			add_log(".\\Dragon.log", "TrainNodeCount:			%i\n",	objDb->NPC->TrainNodeCount );
			add_log(".\\Dragon.log", "MobTalentGroupID:			%i\n",	objDb->NPC->MobTalentGroupID );


			add_log(".\\Dragon.log", "PetTalentGroupID:			%i\n",	objDb->NPC->PetTalentGroupID );
			add_log(".\\Dragon.log", "DropType[0]:				%i\n",	objDb->NPC->DropType[0] );
			add_log(".\\Dragon.log", "DropType[1]:				%i\n",	objDb->NPC->DropType[1] );
			add_log(".\\Dragon.log", "DropType[2]:				%i\n",	objDb->NPC->DropType[2] );
			
			add_log(".\\Dragon.log", "DropRate[0]:				%f\n",	objDb->NPC->DropRate[0] );
			add_log(".\\Dragon.log", "DropRate[1]:				%f\n",	objDb->NPC->DropRate[1] );
			add_log(".\\Dragon.log", "DropRate[2]:				%f\n",	objDb->NPC->DropRate[2] );


			add_log(".\\Dragon.log", "SearchType:				%i\n",	objDb->NPC->SearchType );
			add_log(".\\Dragon.log", "SearchRate:				%i\n",	objDb->NPC->SearchRate );
			add_log(".\\Dragon.log", "DecorateFee:				%i\n",	objDb->NPC->DecorateFee );




			add_log(".\\Dragon.log", "UseCommonDrop:			%i\n",	objDb->NPC->UseCommonDrop );
			add_log(".\\Dragon.log", "CannonACTWorld:			%s\n",	objDb->NPC->CannonACTWorld );
			add_log(".\\Dragon.log", "RaceGroup:				%i\n",	objDb->NPC->RaceGroup );
			add_log(".\\Dragon.log", "MobTalentBeginFightPlot:	%s\n",	objDb->NPC->MobTalentBeginFightPlot );


			add_log(".\\Dragon.log", "SpiritShieldRate:			%i\n",	objDb->NPC->SpiritShieldRate );


			add_log(".\\Dragon.log", "Damage[0]:				%f\n",	objDb->NPC->Damage[0] );
			add_log(".\\Dragon.log", "Damage[1]:				%f\n",	objDb->NPC->Damage[1] );
			add_log(".\\Dragon.log", "Damage[2]:				%f\n",	objDb->NPC->Damage[2] );






			add_log(".\\Dragon.log", "==========================================================\n");
			add_log(".\\Dragon.log", "objDb->NPC->Paperdoll\n");
			add_log(".\\Dragon.log", "==========================================================\n");


			add_log(".\\Dragon.log", "PartName[0]:					%s\n",	objDb->NPC->Paperdoll->Part[0].PartName );
			add_log(".\\Dragon.log", "PartName[0]:					%s\n",	objDb->NPC->Paperdoll->Part[1].PartName );
			add_log(".\\Dragon.log", "PartName[0]:					%s\n",	objDb->NPC->Paperdoll->Part[2].PartName );
			add_log(".\\Dragon.log", "PartName[0]:					%s\n",	objDb->NPC->Paperdoll->Part[3].PartName );
			add_log(".\\Dragon.log", "PartName[0]:					%s\n",	objDb->NPC->Paperdoll->Part[4].PartName );
			add_log(".\\Dragon.log", "PartName[0]:					%s\n",	objDb->NPC->Paperdoll->Part[5].PartName );
			add_log(".\\Dragon.log", "PartName[0]:					%s\n",	objDb->NPC->Paperdoll->Part[6].PartName );
			add_log(".\\Dragon.log", "PartName[0]:					%s\n",	objDb->NPC->Paperdoll->Part[7].PartName );
			add_log(".\\Dragon.log", "PartName[0]:					%s\n",	objDb->NPC->Paperdoll->Part[8].PartName );
			add_log(".\\Dragon.log", "PartName[0]:					%s\n",	objDb->NPC->Paperdoll->Part[9].PartName );
			add_log(".\\Dragon.log", "PartName[0]:					%s\n",	objDb->NPC->Paperdoll->Part[10].PartName );
			add_log(".\\Dragon.log", "PartName[0]:					%s\n",	objDb->NPC->Paperdoll->Part[11].PartName );


			add_log(".\\Dragon.log", "ComponentName[0]:				%s\n",	objDb->NPC->Paperdoll->Part[0].ComponentName);
			add_log(".\\Dragon.log", "ComponentName[1]:				%s\n",	objDb->NPC->Paperdoll->Part[1].ComponentName );
			add_log(".\\Dragon.log", "ComponentName[2]:				%s\n",	objDb->NPC->Paperdoll->Part[2].ComponentName );
			add_log(".\\Dragon.log", "ComponentName[3]:				%s\n",	objDb->NPC->Paperdoll->Part[3].ComponentName );
			add_log(".\\Dragon.log", "ComponentName[4]:				%s\n",	objDb->NPC->Paperdoll->Part[4].ComponentName);
			add_log(".\\Dragon.log", "ComponentName[5]:				%s\n",	objDb->NPC->Paperdoll->Part[5].ComponentName );
			add_log(".\\Dragon.log", "ComponentName[6]:				%s\n",	objDb->NPC->Paperdoll->Part[6].ComponentName );
			add_log(".\\Dragon.log", "ComponentName[7]:				%s\n",	objDb->NPC->Paperdoll->Part[7].ComponentName );
			add_log(".\\Dragon.log", "ComponentName[8]:				%s\n",	objDb->NPC->Paperdoll->Part[8].ComponentName);
			add_log(".\\Dragon.log", "ComponentName[9]:				%s\n",	objDb->NPC->Paperdoll->Part[9].ComponentName);
			add_log(".\\Dragon.log", "ComponentName[10]:			%s\n",	objDb->NPC->Paperdoll->Part[10].ComponentName );
			add_log(".\\Dragon.log", "ComponentName[11]:			%s\n",	objDb->NPC->Paperdoll->Part[11].ComponentName );




			add_log(".\\Dragon.log", "==========================================================\n");
			add_log(".\\Dragon.log", "objDb->NPC->Dragon\n");
			add_log(".\\Dragon.log", "==========================================================\n");
			add_log(".\\Dragon.log", "RunSpeedLimit:			%i\n",	objDb->NPC->Dragon->RunSpeedLimit );
			add_log(".\\Dragon.log", "RunSpeedInitialValue:		%i\n",	objDb->NPC->Dragon->RunSpeedInitialValue );
			add_log(".\\Dragon.log", "AcquiredPointDiscount:	%i\n",	objDb->NPC->Dragon->AcquiredPointDiscount );
			add_log(".\\Dragon.log", "ExtraAcquiredPoint:		%i\n",	objDb->NPC->Dragon->ExtraAcquiredPoint );
			add_log(".\\Dragon.log", "IntelligenceInitValSeed:	%i\n",	objDb->NPC->Dragon->IntelligenceInitValSeed );
			add_log(".\\Dragon.log", "OrgTacit:					%i\n",	objDb->NPC->Dragon->OrgTacit );
			add_log(".\\Dragon.log", "ResistValue:				%i\n",	objDb->NPC->Dragon->ResistValue );
			add_log(".\\Dragon.log", "Type:						%i\n",	objDb->NPC->Dragon->Type );
			add_log(".\\Dragon.log", "Class:					%i\n",	objDb->NPC->Dragon->Class );
			add_log(".\\Dragon.log", "BaseSkill:				%i\n",	objDb->NPC->Dragon->BaseSkill );
			add_log(".\\Dragon.log", "MinSkillNum:				%i\n",	objDb->NPC->Dragon->DSkillDrop.MinSkillNum );
			add_log(".\\Dragon.log", "MaxSkillNum:				%i\n",	objDb->NPC->Dragon->DSkillDrop.MaxSkillNum );
			add_log(".\\Dragon.log", "BeforeContractScript:		%s\n",	objDb->NPC->Dragon->BeforeContractScript );
			add_log(".\\Dragon.log", "AfterContractScript:		%s\n",	objDb->NPC->Dragon->AfterContractScript );
			add_log(".\\Dragon.log", "FailContractScript:		%s\n",	objDb->NPC->Dragon->FailContractScript );
			add_log(".\\Dragon.log", "CustomizeScript:			%s\n",	objDb->NPC->Dragon->CustomizeScript );
			add_log(".\\Dragon.log", "==========================================================\n");
			add_log(".\\Dragon.log", "objDb->NPC->Wagon\n");
			add_log(".\\Dragon.log", "==========================================================\n");
			add_log(".\\Dragon.log", "WagonCount:				%i\n",	objDb->NPC->Wagon->Count);
			add_log(".\\Dragon.log", "WagonType:				%i\n",	objDb->NPC->Wagon->Type);
			add_log(".\\Dragon.log", "WagonOnOffLuaScript:		%s\n",	objDb->NPC->Wagon->OnOffLuaScript);
			add_log(".\\Dragon.log", "WagonCheckLuaScript:		%s\n",	objDb->NPC->Wagon->CheckLuaScript);
			add_log(".\\Dragon.log", "WagonFlag:				%i\n",	objDb->NPC->Wagon->Mode);
			add_log(".\\Dragon.log", "WagonReinX:				%f\n",	objDb->NPC->Wagon->ReinX);
			add_log(".\\Dragon.log", "WagonReinY:				%f\n",	objDb->NPC->Wagon->ReinY);
			add_log(".\\Dragon.log", "WagonReinZ:				%f\n",	objDb->NPC->Wagon->ReinZ);
			add_log(".\\Dragon.log", "PetSaddleSize:			%f\n",	objDb->NPC->Wagon->PetSaddleSize);
			add_log(".\\Dragon.log", "PetArmorSize:				%f\n",	objDb->NPC->Wagon->PetArmorSize);
			add_log(".\\Dragon.log", "PetLimbAnnulusSize:		%f\n",	objDb->NPC->Wagon->PetLimbAnnulusSize);
			add_log(".\\Dragon.log", "ActionID[0]:				%i\n",	objDb->NPC->Wagon->Node[0].ActionID );
			add_log(".\\Dragon.log", "ActionID[1]:				%i\n",	objDb->NPC->Wagon->Node[1].ActionID );		
			add_log(".\\Dragon.log", "ActionID[2]:				%i\n",	objDb->NPC->Wagon->Node[2].ActionID );
			add_log(".\\Dragon.log", "ActionID[3]:				%i\n",	objDb->NPC->Wagon->Node[3].ActionID );	
			add_log(".\\Dragon.log", "ActionID[4]:				%i\n",	objDb->NPC->Wagon->Node[4].ActionID );	
			add_log(".\\Dragon.log", "Point[0]:					%s\n",	objDb->NPC->Wagon->Node[0].Point );
			add_log(".\\Dragon.log", "Point[1]:					%s\n",	objDb->NPC->Wagon->Node[1].Point );		
			add_log(".\\Dragon.log", "Point[2]:					%s\n",	objDb->NPC->Wagon->Node[2].Point );
			add_log(".\\Dragon.log", "Point[3]:					%s\n",	objDb->NPC->Wagon->Node[3].Point );	
			add_log(".\\Dragon.log", "Point[4]:					%s\n",	objDb->NPC->Wagon->Node[4].Point );			
			add_log(".\\Dragon.log", "_Mode[0]:					%i\n",	objDb->NPC->Wagon->Node[0]._Mode );
			add_log(".\\Dragon.log", "_Mode[1]:					%i\n",	objDb->NPC->Wagon->Node[1]._Mode );		
			add_log(".\\Dragon.log", "_Mode[2]:					%i\n",	objDb->NPC->Wagon->Node[2]._Mode );
			add_log(".\\Dragon.log", "_Mode[3]:					%i\n",	objDb->NPC->Wagon->Node[3]._Mode );	
			add_log(".\\Dragon.log", "_Mode[4]:					%i\n",	objDb->NPC->Wagon->Node[4]._Mode );				
			add_log(".\\Dragon.log", "==========================================================\n");
			add_log(".\\Dragon.log", "\n");
			
			int ModeTheDragon = reader.GetInteger("tools", "ModeTheDragon", 0);
			if(ModeTheDragon  == 1){
				int DragonID = reader.GetInteger("tools", "DragonID", 11000007);
				if(i == DragonID){
					int newStarLv = reader.GetInteger("Dragon", "StarLv", 0);
					if(newStarLv != 0)
						objDb->NPC->StarLv = newStarLv;


					int newExpRate = reader.GetInteger("Dragon", "ExpRate", 0);
					if(newExpRate != 0)
						objDb->NPC->ExpRate = newExpRate;


					int newMoveSpeed = reader.GetInteger("Dragon", "MoveSpeed", 0);
					if(newMoveSpeed != 0)
						objDb->NPC->MoveSpeed = newMoveSpeed;


					int newSkySpeed = reader.GetInteger("Dragon", "SkySpeed", 0);
					if(newMoveSpeed != 0)
						objDb->NPC->SkySpeed = newSkySpeed;


					int newWaterSpeed = reader.GetInteger("Dragon", "WaterSpeed", 0);
					if(newWaterSpeed != 0)
						objDb->NPC->WaterSpeed = newWaterSpeed;


					int newRunSpeedLimit = reader.GetInteger("Dragon", "RunSpeedLimit", 0);
					if(newRunSpeedLimit != 0)
						objDb->NPC->Dragon->RunSpeedLimit = newRunSpeedLimit;


					int newRunSpeedInitialValue = reader.GetInteger("Dragon", "RunSpeedInitialValue", 0);
					if(newRunSpeedInitialValue != 0)
						objDb->NPC->Dragon->RunSpeedInitialValue = newRunSpeedInitialValue;


					int newAcquiredPointDiscount = reader.GetInteger("Dragon", "AcquiredPointDiscount", 0);
					if(newAcquiredPointDiscount != 0)
						objDb->NPC->Dragon->AcquiredPointDiscount = newAcquiredPointDiscount;
					
					int newExtraAcquiredPoint = reader.GetInteger("Dragon", "ExtraAcquiredPoint", 0);
					if(newExtraAcquiredPoint != 0)
						objDb->NPC->Dragon->ExtraAcquiredPoint = newExtraAcquiredPoint;


					int newIntelligenceInitValSeed = reader.GetInteger("Dragon", "IntelligenceInitValSeed", 0);
					if(newIntelligenceInitValSeed != 0)
						objDb->NPC->Dragon->IntelligenceInitValSeed = newIntelligenceInitValSeed;


					int newOrgTacit = reader.GetInteger("Dragon", "OrgTacit", 0);
					if(newOrgTacit != 0)
						objDb->NPC->Dragon->OrgTacit = newOrgTacit;


					int newResistValue = reader.GetInteger("Dragon", "ResistValue", 0);
					if(newResistValue != 0)
						objDb->NPC->Dragon->ResistValue = newResistValue;


					int newType = reader.GetInteger("Dragon", "Type", 0);
					if(newType != 0)
						objDb->NPC->Dragon->Type = newType;


					int newClass = reader.GetInteger("Dragon", "Class", 0);
					if(newClass != 0)
						objDb->NPC->Dragon->Class = newClass;


					int newBaseSkill = reader.GetInteger("Dragon", "BaseSkill", 0);
					if(newBaseSkill != 0)
						objDb->NPC->Dragon->BaseSkill = newBaseSkill;


					int newMinSkillNum = reader.GetInteger("Dragon", "MinSkillNum", 0);
					if(newMinSkillNum != 0)
						objDb->NPC->Dragon->DSkillDrop.MinSkillNum = newMinSkillNum;
					
					int newMaxSkillNum = reader.GetInteger("Dragon", "MaxSkillNum", 0);
					if(newMaxSkillNum != 0)
						objDb->NPC->Dragon->DSkillDrop.MaxSkillNum = newMaxSkillNum;




					std::string newComponentName0 = reader.Get("Dragon", "ComponentName0", "0");
					if(newComponentName0 != "0")
						objDb->NPC->Paperdoll->Part[0].ComponentName = (char * __ptr64)newComponentName0.c_str();


					std::string newComponentName1 = reader.Get("Dragon", "ComponentName1", "0");
					if(newComponentName1 != "0")
						objDb->NPC->Paperdoll->Part[1].ComponentName = (char * __ptr64)newComponentName1.c_str();


					std::string newComponentName2 = reader.Get("Dragon", "ComponentName2", "0");
					if(newComponentName2 != "0")
						objDb->NPC->Paperdoll->Part[2].ComponentName = (char * __ptr64)newComponentName2.c_str();


					std::string newComponentName3 = reader.Get("Dragon", "ComponentName3", "0");
					if(newComponentName3 != "0")
						objDb->NPC->Paperdoll->Part[3].ComponentName = (char * __ptr64)newComponentName3.c_str();


					std::string newComponentName4 = reader.Get("Dragon", "ComponentName4", "0");
					if(newComponentName4 != "0")
						objDb->NPC->Paperdoll->Part[4].ComponentName = (char * __ptr64)newComponentName4.c_str();


					std::string newComponentName5 = reader.Get("Dragon", "ComponentName5", "0");
					if(newComponentName5 != "0")
						objDb->NPC->Paperdoll->Part[5].ComponentName = (char * __ptr64)newComponentName5.c_str();


					std::string newComponentName6 = reader.Get("Dragon", "ComponentName6", "0");
					if(newComponentName6 != "0")
						objDb->NPC->Paperdoll->Part[6].ComponentName = (char * __ptr64)newComponentName6.c_str();


					std::string newComponentName7 = reader.Get("Dragon", "ComponentName7", "0");
					if(newComponentName7 != "0")
						objDb->NPC->Paperdoll->Part[7].ComponentName = (char * __ptr64)newComponentName7.c_str();


					std::string newComponentName8 = reader.Get("Dragon", "ComponentName8", "0");
					if(newComponentName8 != "0")
						objDb->NPC->Paperdoll->Part[8].ComponentName = (char * __ptr64)newComponentName8.c_str();


					std::string newComponentName9 = reader.Get("Dragon", "ComponentName9", "0");
					if(newComponentName9 != "0")
						objDb->NPC->Paperdoll->Part[9].ComponentName = (char * __ptr64)newComponentName9.c_str();


					std::string newComponentName10 = reader.Get("Dragon", "ComponentName10", "0");
					if(newComponentName10 != "0")
						objDb->NPC->Paperdoll->Part[10].ComponentName = (char * __ptr64)newComponentName10.c_str();


					std::string newComponentName11 = reader.Get("Dragon", "ComponentName11", "0");
					if(newComponentName11 != "0")
						objDb->NPC->Paperdoll->Part[11].ComponentName = (char * __ptr64)newComponentName11.c_str();


				}
			}
			save.SaveObject( objDb );
		}else{
			if(i != end){
				printf("i:	%i\n", i);
				GameObjDbStructEx *objDb2 = g_ObjectData->GetObj(11000007);
				objDb2->ObjID = i;
				save.SaveObject( objDb2 );
			}
		}
		int addnew = reader.GetInteger("tools", "AddNewDragon", 0);
		if(addnew == 1){
			if(i == ead -1){
				int OLDObj = reader.GetInteger("tools", "OLDDragonID", 11000007);
				printf("added new ID:%i OLD ID:%i\n", i, OLDObj);
				GameObjDbStructEx *objDb2 = g_ObjectData->GetObj(OLDObj);
				objDb2->ObjID = i;


				int newStarLv = reader.GetInteger("Dragon", "StarLv", 0);
				if(newStarLv != 0)
					objDb2->NPC->StarLv = newStarLv;


				int newExpRate = reader.GetInteger("Dragon", "ExpRate", 0);
				if(newExpRate != 0)
					objDb2->NPC->ExpRate = newExpRate;


				int newMoveSpeed = reader.GetInteger("Dragon", "MoveSpeed", 0);
				if(newMoveSpeed != 0)
					objDb2->NPC->MoveSpeed = newMoveSpeed;


				int newSkySpeed = reader.GetInteger("Dragon", "SkySpeed", 0);
				if(newMoveSpeed != 0)
					objDb2->NPC->SkySpeed = newSkySpeed;


				int newWaterSpeed = reader.GetInteger("Dragon", "WaterSpeed", 0);
				if(newWaterSpeed != 0)
					objDb2->NPC->WaterSpeed = newWaterSpeed;


				int newRunSpeedLimit = reader.GetInteger("Dragon", "RunSpeedLimit", 0);
				if(newRunSpeedLimit != 0)
					objDb2->NPC->Dragon->RunSpeedLimit = newRunSpeedLimit;


				int newRunSpeedInitialValue = reader.GetInteger("Dragon", "RunSpeedInitialValue", 0);
				if(newRunSpeedInitialValue != 0)
					objDb2->NPC->Dragon->RunSpeedInitialValue = newRunSpeedInitialValue;


				int newAcquiredPointDiscount = reader.GetInteger("Dragon", "AcquiredPointDiscount", 0);
				if(newAcquiredPointDiscount != 0)
					objDb2->NPC->Dragon->AcquiredPointDiscount = newAcquiredPointDiscount;
				
				int newExtraAcquiredPoint = reader.GetInteger("Dragon", "ExtraAcquiredPoint", 0);
				if(newExtraAcquiredPoint != 0)
					objDb2->NPC->Dragon->ExtraAcquiredPoint = newExtraAcquiredPoint;


				int newIntelligenceInitValSeed = reader.GetInteger("Dragon", "IntelligenceInitValSeed", 0);
				if(newIntelligenceInitValSeed != 0)
					objDb2->NPC->Dragon->IntelligenceInitValSeed = newIntelligenceInitValSeed;


				int newOrgTacit = reader.GetInteger("Dragon", "OrgTacit", 0);
				if(newOrgTacit != 0)
					objDb2->NPC->Dragon->OrgTacit = newOrgTacit;


				int newResistValue = reader.GetInteger("Dragon", "ResistValue", 0);
				if(newResistValue != 0)
					objDb2->NPC->Dragon->ResistValue = newResistValue;


				int newType = reader.GetInteger("Dragon", "Type", 0);
				if(newType != 0)
					objDb2->NPC->Dragon->Type = newType;


				int newClass = reader.GetInteger("Dragon", "Class", 0);
				if(newClass != 0)
					objDb2->NPC->Dragon->Class = newClass;


				int newBaseSkill = reader.GetInteger("Dragon", "BaseSkill", 0);
				if(newBaseSkill != 0)
					objDb2->NPC->Dragon->BaseSkill = newBaseSkill;


				int newMinSkillNum = reader.GetInteger("Dragon", "MinSkillNum", 0);
				if(newMinSkillNum != 0)
					objDb2->NPC->Dragon->DSkillDrop.MinSkillNum = newMinSkillNum;
				
				int newMaxSkillNum = reader.GetInteger("Dragon", "MaxSkillNum", 0);
				if(newMaxSkillNum != 0)
					objDb2->NPC->Dragon->DSkillDrop.MaxSkillNum = newMaxSkillNum;




				std::string newComponentName0 = reader.Get("Dragon", "ComponentName0", "0");
				if(newComponentName0 != "0")
					objDb2->NPC->Paperdoll->Part[0].ComponentName = (char * __ptr64)newComponentName0.c_str();


				std::string newComponentName1 = reader.Get("Dragon", "ComponentName1", "0");
				if(newComponentName1 != "0")
					objDb2->NPC->Paperdoll->Part[1].ComponentName = (char * __ptr64)newComponentName1.c_str();


				std::string newComponentName2 = reader.Get("Dragon", "ComponentName2", "0");
				if(newComponentName2 != "0")
					objDb2->NPC->Paperdoll->Part[2].ComponentName = (char * __ptr64)newComponentName2.c_str();


				std::string newComponentName3 = reader.Get("Dragon", "ComponentName3", "0");
				if(newComponentName3 != "0")
					objDb2->NPC->Paperdoll->Part[3].ComponentName = (char * __ptr64)newComponentName3.c_str();


				std::string newComponentName4 = reader.Get("Dragon", "ComponentName4", "0");
				if(newComponentName4 != "0")
					objDb2->NPC->Paperdoll->Part[4].ComponentName = (char * __ptr64)newComponentName4.c_str();


				std::string newComponentName5 = reader.Get("Dragon", "ComponentName5", "0");
				if(newComponentName5 != "0")
					objDb2->NPC->Paperdoll->Part[5].ComponentName = (char * __ptr64)newComponentName5.c_str();


				std::string newComponentName6 = reader.Get("Dragon", "ComponentName6", "0");
				if(newComponentName6 != "0")
					objDb2->NPC->Paperdoll->Part[6].ComponentName = (char * __ptr64)newComponentName6.c_str();


				std::string newComponentName7 = reader.Get("Dragon", "ComponentName7", "0");
				if(newComponentName7 != "0")
					objDb2->NPC->Paperdoll->Part[7].ComponentName = (char * __ptr64)newComponentName7.c_str();


				std::string newComponentName8 = reader.Get("Dragon", "ComponentName8", "0");
				if(newComponentName8 != "0")
					objDb2->NPC->Paperdoll->Part[8].ComponentName = (char * __ptr64)newComponentName8.c_str();


				std::string newComponentName9 = reader.Get("Dragon", "ComponentName9", "0");
				if(newComponentName9 != "0")
					objDb2->NPC->Paperdoll->Part[9].ComponentName = (char * __ptr64)newComponentName9.c_str();


				std::string newComponentName10 = reader.Get("Dragon", "ComponentName10", "0");
				if(newComponentName10 != "0")
					objDb2->NPC->Paperdoll->Part[10].ComponentName = (char * __ptr64)newComponentName10.c_str();


				std::string newComponentName11 = reader.Get("Dragon", "ComponentName11", "0");
				if(newComponentName11 != "0")
					objDb2->NPC->Paperdoll->Part[11].ComponentName = (char * __ptr64)newComponentName11.c_str();


				add_log(".\\Dragon.log", "\n");
				add_log(".\\Dragon.log", "==========================================================\n");
				add_log(".\\Dragon.log", "New Dragon added (ID) %i\n", i);
				add_log(".\\Dragon.log", "==========================================================\n");
				add_log(".\\Dragon.log", "StarLv:					%i\n",	objDb2->NPC->StarLv );
				add_log(".\\Dragon.log", "ExpRate:					%i\n",	objDb2->NPC->ExpRate );
				add_log(".\\Dragon.log", "MoveSpeed:				%i\n",	objDb2->NPC->MoveSpeed );
				add_log(".\\Dragon.log", "SkySpeed:					%i\n",	objDb2->NPC->SkySpeed );
				add_log(".\\Dragon.log", "WaterSpeed:				%i\n",	objDb2->NPC->WaterSpeed );


				add_log(".\\Dragon.log", "RunSpeedLimit:			%i\n",	objDb2->NPC->Dragon->RunSpeedLimit );
				add_log(".\\Dragon.log", "RunSpeedInitialValue:		%i\n",	objDb2->NPC->Dragon->RunSpeedInitialValue );
				add_log(".\\Dragon.log", "AcquiredPointDiscount:	%i\n",	objDb2->NPC->Dragon->AcquiredPointDiscount );
				add_log(".\\Dragon.log", "ExtraAcquiredPoint:		%i\n",	objDb2->NPC->Dragon->ExtraAcquiredPoint );
				add_log(".\\Dragon.log", "IntelligenceInitValSeed:	%i\n",	objDb2->NPC->Dragon->IntelligenceInitValSeed );


				add_log(".\\Dragon.log", "OrgTacit:					%i\n",	objDb2->NPC->Dragon->OrgTacit );
				add_log(".\\Dragon.log", "ResistValue:				%i\n",	objDb2->NPC->Dragon->ResistValue );
				add_log(".\\Dragon.log", "Type:						%i\n",	objDb2->NPC->Dragon->Type );
				add_log(".\\Dragon.log", "Class:					%i\n",	objDb2->NPC->Dragon->Class );
				add_log(".\\Dragon.log", "BaseSkill:				%i\n",	objDb2->NPC->Dragon->BaseSkill );


				add_log(".\\Dragon.log", "MinSkillNum:				%i\n",	objDb2->NPC->Dragon->DSkillDrop.MinSkillNum );
				add_log(".\\Dragon.log", "MaxSkillNum:				%i\n",	objDb2->NPC->Dragon->DSkillDrop.MaxSkillNum );
				add_log(".\\Dragon.log", "==========================================================\n");
				add_log(".\\Dragon.log", "BeforeContractScript:		%s\n",	objDb2->NPC->Dragon->BeforeContractScript );
				add_log(".\\Dragon.log", "AfterContractScript:		%s\n",	objDb2->NPC->Dragon->AfterContractScript );
				add_log(".\\Dragon.log", "FailContractScript:		%s\n",	objDb2->NPC->Dragon->FailContractScript );
				add_log(".\\Dragon.log", "CustomizeScript:			%s\n",	objDb2->NPC->Dragon->CustomizeScript );
				add_log(".\\Dragon.log", "==========================================================\n");
				add_log(".\\Dragon.log", "ImageID:					%i\n",	objDb2->ImageID );
				add_log(".\\Dragon.log", "ACTField:					%s\n",	objDb2->ACTField );
				add_log(".\\Dragon.log", "ACTWorld:					%s\n",	objDb2->ACTWorld );
				add_log(".\\Dragon.log", "==========================================================\n");
				add_log(".\\Dragon.log", "\n");




				save.SaveObject( objDb2 );
			}
		}
	} 


	save.SaveToFile();
	save.CloseFile();




}
 
Junior Spellweaver
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really apreciate, works perfect i just tested now and it exports all the dragon.db , really thnx for this.
 
Initiate Mage
Joined
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Messages
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Hello peoples,

Beardius hacked my pc, this link contains virus... trust me, i not liar... he its hacker, he show me proof in discord... and he have acess much users, trust me! Be careful...
 
Junior Spellweaver
Joined
Oct 3, 2017
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no exe so how can it be a virus only code you are a joke yes im a hacker i do not do virus lol i do not need to im not 10
 
Initiate Mage
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no exe so how can it be a virus only code you are a joke yes im a hacker i do not do virus lol i do not need to im not 10
i don't care, you are hacker and hacked my pc ! You make a url virus, i know how to make this... just enter in url and hacked pc haha i'm not a noob bro :)
 
Banned
Banned
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i don't care, you are hacker and hacked my pc ! You make a url virus, i know how to make this... just enter in url and hacked pc haha i'm not a noob bro :)
Actually you're wrong kiddo. You are a noob

 
King of the bongo
Joined
Oct 17, 2009
Messages
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Anyone working on these server files? I'm planning something, pm me anyone who has made progress with these files, we will discuss there more
 
Experienced Elementalist
Joined
Sep 12, 2013
Messages
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lol, this db tool is very useful,you can compile it by yourself or check each line of codes. no virus.
btw, @beardilus, thanks.

i don't care, you are hacker and hacked my pc ! You make a url virus, i know how to make this... just enter in url and hacked pc haha i'm not a noob bro :)

Hello peoples,

Beardius hacked my pc, this link contains virus... trust me, i not liar... he its hacker, he show me proof in discord... and he have acess much users, trust me! Be careful...
LOL, what the hell is going on? straider1020 lmao
 

HxD

Initiate Mage
Joined
Mar 29, 2018
Messages
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Anyone working on these server files? I'm planning something, pm me anyone who has made progress with these files, we will discuss there more
Just to be realistic, there may not be anyone who will Pm you.
There are many people who want to work on the Files, most people like me, just for testing, have a look at the files.
Trust me, there may not many helping people when its about this game..
 
Banned
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its not about who wanna help or not. so far I know in that thread there is like 4 competive guy who is working on this game. they are helpfull at all, and contributed a lot (right now its doesnt matter this contribution is positive or negative tho), but some of them just respect eachother and wont duck up YEARS of coding and butt-off-work

edit: i dont say names directly to avoid shitshow and offense for anyone
 
  • Like
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Skilled Illusionist
Joined
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At the moment beardilus or theDomo's tool works very well, and his tool source haven't got any viruses or backdoor, please don't fault when ppl only trys to help us.

Tool Log example:
==========================================================
ACTField: interface\icons\common\common_antiquea01.dds
ACTWorld:
CheckTag: 0
Classification: 2
DesignNote:
GameNote:
ID: 20000001
ImageID: 0
Name:
ObjID: 20000001
TagID: 0
==========================================================
objDb->ITEM
==========================================================
Class: 0
ItemType: 0
ItemMode: 32
ReferenceLv: 1
Cost: 5
PutSound: 3
RefModel: 0
SuitGroup: 0
==========================================================
objDb->ITEM->Ability
==========================================================
Abi_EqType[0]: 0
Abi_EqType[1]: 0
Abi_EqType[2]: 0
Abi_EqType[3]: 0
Abi_EqType[4]: 0
Abi_EqType[5]: 0
Abi_EqType[6]: 0
Abi_EqType[7]: 0
Abi_EqType[8]: 0
Abi_EqType[9]: 0
Abi_EqType[10]: 0
Abi_EqTypeValue[0]: 0.000000
Abi_EqTypeValue[1]: 0.000000
Abi_EqTypeValue[2]: 0.000000
Abi_EqTypeValue[3]: 0.000000
Abi_EqTypeValue[4]: 0.000000
Abi_EqTypeValue[5]: 0.000000
Abi_EqTypeValue[6]: 0.000000
Abi_EqTypeValue[7]: 0.000000
Abi_EqTypeValue[8]: 0.000000
Abi_EqTypeValue[9]: 0.000000
Abi_EqTypeValue[10]: 0.000000
==========================================================
objDb->ITEM->Decompose
==========================================================
DecomposeItemID[0]: 0
DecomposeItemID[1]: 0
DecomposeItemID[2]: 0
DecomposeItemID[3]: 0
DecomposeItemID[4]: 0
DecomposeItemID[5]: 0
DecomposeItemID[6]: 0
DecomposeItemID[7]: 0
DecomposeItemID[8]: 0
DecomposeItemID[9]: 0
DecomposeItemID[10]: 0
DecomposeItemNum[0]: 0
DecomposeItemNum[1]: 0
DecomposeItemNum[2]: 0
DecomposeItemNum[3]: 0
DecomposeItemNum[4]: 0
DecomposeItemNum[5]: 0
DecomposeItemNum[6]: 0
DecomposeItemNum[7]: 0
DecomposeItemNum[8]: 0
DecomposeItemNum[9]: 0
DecomposeItemNum[10]: 0
DecomposeRate[0]: 0
DecomposeRate[1]: 0
DecomposeRate[2]: 0
DecomposeRate[3]: 0
DecomposeRate[4]: 0
DecomposeRate[5]: 0
DecomposeRate[6]: 0
DecomposeRate[7]: 0
DecomposeRate[8]: 0
DecomposeRate[9]: 0
DecomposeRate[10]: 0
==========================================================
objDb->ITEM->ITEMBASE
==========================================================
IB_Rare: 2
IB_ContentID: 0
IB_LiveTimeType: 0
IB_LiveTime: 0
IB_MaxHeap: 1
IB_BuyUnit: 10
IB_BodyMaxCount: 0
IB_OnDestroyScript:
IB_OnFightAddExp:
IB_UseCount: 0
==========================================================
objDb->ITEM->ITEMBASE->LIMIT
==========================================================
IBL_Job: -1
IBL_Race: -1
IBL_Sex: -1
IBL_Level: 1
IBL_STR: 0
IBL_VIT: 0
IBL_FOC: 0
IBL_INT: 0
IBL_SUR: 0
==========================================================
objDb->ITEM->UseInfo
==========================================================
UseTarget: 0
UseOnItemSub: 0
UseType: 2
CastingTime: 0
CheckUseScript:
UseScript:
UseOKScript:
UseAskScript:
IncMagic_Onuse: 0
IncMagicLV: 0
UseOnItemEffect: 0
MinChangeRate: 0
MaxChangeRate: 0
RefQuestID: 0
upMinLv: 0
upMaxLv: 0
RarityUp: 0
LvUpNum: 0
Bounling_MinRare: 0
Bounling_MaxRare: 0
ColorID: -1
EffectID: 0
WeaponLv: 0
ClientUseAskIdx: 0
RelateQuestID: 0
==========================================================
objDb->ITEM->SubItem
==========================================================
SubType: 0
SubGroup: 0
ConsumeType: 0
StorageCount: 0
BuildSpace: 0
ForceUpgrade: 0
UpgradeValue: 0
FurnitureExtendX: 0.000000
FurnitureExtendY: 0.000000
FurnitureExtendZ: 0.000000
StorageType: 0
CatalystAbility: 0
FurnitureFunc: 0
ApartmentTypeNPC: 0
ContrastNPC: 0
DragonModelSize: 0
DraSpirit: 0
PetSkillID: 0
SkillTP: 0
LearnProb: 0
EggBanRare: 0
EnhanceRate: 0
==========================================================
objDb->ITEM->DragonPet
==========================================================
DN_Type: 0
RequiredNestLvl: 2
EnvironmentDelta: 0
PlaceGUID: 0
==========================================================
objDb->ITEM->FriendGiftPart
==========================================================
Friendliness: 0
==========================================================
objDb->ITEM->FurniturePart
==========================================================
FurnitureLUA:
ConsumeTimes: 0
ConsumeID: 0
ConsumeCount: 0
AddFrequency: 0
HomeOwner: 0
UseDestroy: 0
==========================================================
objDb->ITEM->ItemCatalytic
==========================================================
ScoreMin: 0
ScoreMax: 0
MainCAbility: 0
==========================================================
objDb->ITEM->RecipeBase
==========================================================
ProduceSkill: 0
ProduceSkillLV: 0
ProduceTime: 0
DisableCatalytic: 0
AutoGet: 0
==========================================================
objDb->ITEM->TitleItem
==========================================================
TitleItemType: 0
Upgrade2: 0.000000
Upgrade3: 0.000000
RedRate: 0.000000
YellowRate: 0.000000
GreenRate: 0.000000
PurpleRate: 0.000000
==========================================================
objDb->ITEM->MajorSkillBookPart
==========================================================
MajorSkillID: 0
==========================================================
objDb->ITEM->ItemDrop
==========================================================
DropRuleMinLv: 0
DropRuleMaxLv: 0
DropRuleReqMember: 0
DropRuleMode: -1
BaseDropRecipe: 0
CancelCalRecipe: 0
==========================================================
objDb->ITEM->DiscountItem
==========================================================
DiscountType: 0
DiscountValue: 1
DiscountValue2: 0
DiscountValue3: 0
==========================================================
objDb->ITEM->Incubate
==========================================================
IncubateExp: 0
==========================================================

Regards,
Elssair.
 
King of the bongo
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Just to be realistic, there may not be anyone who will Pm you.
There are many people who want to work on the Files, most people like me, just for testing, have a look at the files.
Trust me, there may not many helping people when its about this game..

So I could be more explainful i will tell you this. I have money and i need ideas to turn into profits.
 
Junior Spellweaver
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I'll tell you this man this game will not make you a prophet the game requires 128 gigs of RAM just to run the base game on top of that the server files are so old not the new content will work with them this is lacking 90% of all of the cosmetics the source code is incredibly buggy and has a lot of issues the most knowledgeable person in this form has the most knowledge on this code is me
 
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I'll tell you this man this game will not make you a prophet the game requires 128 gigs of RAM just to run the base game on top of that the server files are so old not the new content will work with them this is lacking 90% of all of the cosmetics the source code is incredibly buggy and has a lot of issues the most knowledgeable person in this form (Forum) has the most knowledge on this code is me

Wait what ? :hmmmm2::hmmmm2:

Ok :blink::ehh:
cmb LOL :lol:
 
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I'll tell you this man this game will not make you a prophet the game requires 128 gigs of RAM just to run the base game on top of that the server files are so old not the new content will work with them this is lacking 90% of all of the cosmetics the source code is incredibly buggy and has a lot of issues the most knowledgeable person in this form has the most knowledge on this code is me

128gb for full server probably, but for base i dont think so




what cosmetics you talking about? however im still playing the game in my internal server, currently lvl25 but didnt faces with any bug except i fall ONCE from texture what is okay
and tbh just becouse you sold the code many times you arent be the most pro of that game / files / code
 
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128gb for full server probably, but for base i dont think so




what cosmetics you talking about? however im still playing the game in my internal server, currently lvl25 but didnt faces with any bug except i fall ONCE from texture what is okay
and tbh just becouse you sold the code many times you arent be the most pro of that game / files / code
Hycker “lvl25"? in which game? embergarde or dragon's prophet? your screenshot is about DP, or do you already have that ”globaldb“ file?
 
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